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"Mr" <m******r******at_hotmail_dot_fr> wrote:
> Here's some nitpicking:
> * It feels your materials for lateral propulsion (whiter ones) are not emissive,
> nor fading too transparency enough, too flat opaque.
You're absolutely right. However, I usually tackle the ugliest detail first. If
you compare Movie 1 and Movie 2, you'll see that the flame of the main engine
was even uglier.
See:
https://www.maetes.com/en/povray-os/ma_tussi#flight-1
For the boosters I think of something completely different, thick fat smoke
plume, a lot of work :(
> *Your solar panels materials are too ambient/emissive, reminding LCD screens
> use fresnel and albedo with conserve_energy wherever possible... one specificity
> with solar panels if they are modeled as simple geometries, should have very
> (maximal) complex texture:
> I would use a finish map trick (two textures with different finishes, in the
> entries of a texture_map factored by a (cell/contrasted leopard) pattern with a
> recusion level if possible to do the less regular, much smaller sparky freckles.
> use this pattern to separate cells and freckles of higher reflectivity from
> their intervals. halving that reflectivity within cells but bearing both a phong
> *and* a specular with each half of that value, to indicate a layered
> transparency but use irisdescence to indicate metallic reflectivity (very low
> turbulence) in the cells finish use metallic keyword for specularities to have
> another layer with metallic colored spec/reflections and each phong/specular
> should have different size/roughness.
Same problem, ugliest parts first.
I quickly conjured up the solar cells and put more emphasis on the movements.
Textures and details are my biggest weakness anyway. It's just very tedious in
Povray to change a texture a bit, render, see what has happened, change again,
look... Wish there was a better way, or a tool.
> * I think for landing you need a very tiny slight vibration or shake both of the
> camera and the ship (its solar panels could even buldge slightly with respect
> to main frame, currenly, everything is too clean to give any sense of weight and
> the miracle of lifting/damping it.
Yes, its on my list.
Its to clean and smooth, will work on it.
> * The cloud cover should use scattering(only) media, its the very situation
> where you need them to look good as seen from afar and crossed through.
> https://www.geocities.ws/evilsnack/tut01.htm
>
https://news.povray.org/povray.binaries.images/thread/%3Cweb.4dad7d3b9549be2894d713cc0%40news.povray.org%3E/
>
https://news.povray.org/povray.binaries.images/thread/%3C4d5df00c%40news.povray.org%3E/
Thanks for the links! Especially the first one, the tutorial is very helpful.
You will hardly believe it, but I have tried clouds in the last few days, see
result in the picture. Several clouds in side view and from above, with slight
changes.
> *(sorry I forgot a point, but I'm sure the next iterations will refocus :-P )
You forgot about 100 points :)
I have so many ideas what to do.
I could work on it for the next years.
Ma
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